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Hi Guys,
I'm pretty new here so quick bio, i'm a full-time developer from the UK and currently working on some game software projects in my spare time.
Im currently building a software package for procedurally generating pixel sprites.
Just wanted to see what people think and how many would be interested in the end product.
Might look into the idea of crowdfunding so I could work on it one/two days a week and get it finished and packaged on mac/windows and linux.
I have attached some outputted sprites so you can see the results. There's tons of configuration options so I have just gone with what I think looks good as an example.
TomC

Hi. My name is Michał. I am 2D graphic designer based in Poznań, Poland. I have 5 years experience in making art and animation for games using various techniques and styles. Pixel art is my favorite and works for me like meditation
I'm interested in paid jobs. 12$ per hour is good for me.
email: stalomirkishov@gmail.com
my portfolio with more works: http://www.stalomir.pl

Hello to everyone,
I'm currently developing a fan-made, retro-style and non-profit game with Phaser based on the TV show Stranger Things. The main idea is to do a Point and Click game like old classics (Monkey Island saga, Indiana Jones and the fate of atlantis, etc...) with retro pixel-art graphics and chiptune music. I'm looking for GFX and Music artists
If you are interested to collaborate with this project please contact with me and I'll send you a link to see the work in progress.
(Sorry if there are some grammar errors, I'm Spanish).

So I am using a range of images as sprites, and whenever they have been cropped and touch the edge of the canvas in photoshop, it creates a weird bleed of colour as if the last colour pixel is being stretched outwards, please find attached some screenshots of the issue. I have fixed the issue for myself by creating a blank space between the image and canvas edge, so I can confirm that it is definitely the cause of the bug! Hope this helps future development!

i made a html5 mobile game using pixi.js, the problem is the diaplay in mobile screen not very clear, seems like loss half pixels because retina screen? i am not deep understand about real pixel and display pixel~
first i wrote: image resolve not good, like loss half pixels.
var width = screen.width
var height = screen.height
var app = new PIXI.Application(width, height, {transparent : true})
document.getElementById('canvas').appendChild(app.view)
var board = new PIXI.Graphics()
var coin = new Sprite(TextureCache['back.png'])
// radius is a dynamic calculation value
coin.width = radius * 2
coin.height = radius * 2
// ...
board.addChild(coin)
then i tried:
// if i set resolution: ratio, i need scale down the board, right? other wise too large on the screen
// but after i scale down, the display like before, loss half pixel, why?
var ratio = window.devicePixelRatio
var width = screen.width
var height = screen.height
var app = new PIXI.Application(width, height, {transparent : true
, resolution: ratio
})
document.getElementById('canvas').appendChild(app.view)
var board = new PIXI.Graphics()
// if i set resolution: ratio, i need scale down the board, right? other wise too large on the screen
// but after i scale down, the display like before, loss half pixel, why?
board.scale.set(1/ratio)
var coin = new Sprite(TextureCache['back.png'])
// radius is a dynamic calculation value
coin.width = radius * 2
coin.height = radius * 2
// ...
board.addChild(coin)
radius value base on screen.width and screen.height, it's the value , we can see on chrome devtool's head line, i think it's not the real render pixels.
so , i think i need something, render full pixels after retina screen solve, but i dont know how to set on pixi.js or canvas.
in html, i think i can make the full pixel picture, than set the width half of it, so on render it's clear, how to do on canvas?
if you can't understand my english, just read the code ^ _ ^
Can anyone help me ? thank you very much!

Indie game art services. Affordable, professional. DesixStudios.com
Professional game artwork and animation for indie prices.
Experience with every 2D art style, from pixel art, vector art all the way to digitally painted work. Hundreds of extremely happy clients, multiple ongoing long & short-term projects.
Working for individuals and companies, small and large tasks.
Constant contact with you until you are 100% satisfied, happy to make adjustments to work.
Email - desixstudios@outlook.com
Full portfolio - http://desixstudios.com

My last game, Faraon, created live, about 35 hours of video.Playable from any browser, smartphones, iphones, mac, pc, tablets etc...Rescue your friend through the dangerous rooms hidden in the pyramid of Pharaoh.Test your skill in this fun platform game, Are you a hero? Prove it.Funny and fast platform game.- 55 levels.- 3 different finishes.- Easy to play, one-touch control.- Many traps and enemies await you in the pyramid.- Great and original soundtrack.- Adapted for keyboard and touch screen.- Playable from any device.- Pixelated graphics. Faraon trailerPlay on Itch.IO: Faraon Itch.ioPlay on my Web: Faraon

Hey so I wanted to know how to decide a resolution to render to and then downscale the render; specifically get the user's screen width, *3 and then scale it down to /3 to get a subpixel effect, using 3 times more available pixels (also if probably causing artifacts). I don't even know if this method works so i would really know how to do this/a working method.

Hi all!
I've uploaded a new game to my website, it's a shootout game called Soccer Stars. Now it's in beta version, so you're encouraged to play it and suggest
Also, do you like the look and feel of the site itself?
You can find it at https://1pixelarmy.com/arcade_games/soccer_stars
Thanks!
David

Hi all!
I've put together a couple of HTML5 games in my website (www.1pixelarmy.com), so you can play them ;).
There are three finished games (Basketball Legends, Pool Master and Bear Rescue), and another one in development (Soccer Stars). I made my own leaderboard system, you can play as a guest or create an account to save your scores. I'm planning to add Google login as well.
Feel free to play, test, suggest, comment, etc!
David

Hello!
(Note: helpers are all volunteers. There is no payment yet since I don't earn any money myself with the game.)
I am working on a 2D MOBA and searching someone to help me with the Pixel art!
The game is still in development and soon I will have fixed the major problems so I can start with introducing new things. I need help in following sections:
Making a game cover / Main screen
Background of the map, ground and walls
Character models and skill particles (Characters are divided into 3 parts: Body, front arm and weapon to make them be dynamic)
If you have anything else to offer, feel free! I need every help I can get!
If you are interested, contact me either in this post or private here: kingdanius.leagueofpixels@gmail.com
Also you can play the game and catch a first impression of it -> here on this site <-

Hi everyone!
I've developed a HTML5 game, inspired in old Konami's MSX games. It's called Bear Rescue and you can play it here from your browser:
http://1pixelarmy.com/html5_games/bear.html
I've used MSX color palette, and of course, there are some penguins inside!
David.

PLAY HERE
I made my first game, it is a parody of old RPG games. Link is above.
Its a mobile html game, tap on arrows to move and buttons to interact.
Works vertically or horizontally.
I'm on Instagram: https://www.instagram.com/juliovegaart/
And facebook: facebook.com/juliovegaart

I was wondering is there function in Phaser that will allow me to generate pixel data object from current Phaser Scene (cover the whole canvas or part of it) and pass this object in I don't know which form to the second Phaser Stage and display it as it is at certain position?
Something like this: https://developer.mozilla.org/en-US/docs/Web/API/Canvas_API/Tutorial/Pixel_manipulation_with_canvas
Or I just fall back to plain Canvas API and use ImageData object?

I'm working on a game and I'm trying to implement dynamic resizing, but I have some unexplained issues. My game is optimized for a phone portrait layout. Depending on the phone screen size (or browser window size) it should adjust the layout, the width is fixed size but the height is adjusted. So make it taller if necessary and center some sprites or texts.
I've created a code example which works, but the resize function gets called many times. So to isolate and test the resize function see this github example: https://github.com/BdR76/phaserresize/
The code example has 4 states: Boot, Preloader, MainMenu, Game. I won't post all the code here, but what I've done is essentially this:
// Boot state, in create() setup the scale.setResizeCallback event handler.
mygame.Bootup.prototype = {
create: function(){
this.game.scale.setResizeCallback(this.resizeCallback, this);
this.game.scale.onSizeChange.add(this.onSizeChange, this);
},
resizeCallback: function(manager) {
// browser window changes size, resize the game
var ratio = window.innerHeight / window.innerWidth;
if (GAME_WIDTH * ratio > GAME_HEIGHT) {
this.scale.setGameSize(GAME_WIDTH, Math.floor(GAME_WIDTH * ratio)) // too tall, adjust height resolution
} else {
this.scale.setGameSize(GAME_WIDTH, GAME_HEIGHT); // too wide, just use fixed width and empty side bars
};
},
onSizeChange: function() {
// fire the game resize event for the current state (make sure each state has this)
this.game.state.callbackContext.resize();
}
};
And then both the MainMenu and Game have a resize function that adjusts its layout and positions of sprites, text etc., it's a little similar to this topic. My github code example works, however the resizeCallback function from the Bootup state gets called all the time. It fires many times right from the beginning even before I do anything. I'm not resizing and not switching state or anything, and it get called not once but continually.
So my questions is: Why is the onSizeChange event called so often?
Is this normal and should I use a different event?

Hey developers,
Take a look at my #LowRezJam2016 entry "Space Crasher". You'll control a space ship and shoot around to survive. The ship moves and can only move when you shoot at the opposite direction. Hope you like the weird design
Note that the game is not completely finished since I was too late to join this jam (about 2 days ago). Yet I am very satisfied with the result, and have planned a more interesting weapon system to add more fun.
Feedbacks are welcome.
BTW. The game is made with my own game framework called LesserPanda and its source is available on Github, under MIT licence.

Hey guys, I am completely new to game design and want some tips on how to incorporate pixel art in html5 games. Filetypes, specifications and best practices. Can anyone point me in the right direction?

La Torre is an roguelike game with rpg and mmo elements
http://latorre-online.com
Facebook
Instagram
Hi everybody, we are developing La Torre, it is a game in which we can take the role of a summoner with the aim of reaching the top, we train our heroes who invoke in battle to help us. Also we can play cooperatively with our friends.
The game is in development, here are some screens:

Hey guys, just wondering if there are any artists out there? I'm looking for some decent 2d art. It's a scroller based game with a fantasy take and mmo features. I'm a fair way into deving the game however I'm kind of at the point where decent art needs to be injected.
Let me know if any of you art interested!!
Thanks
Meg